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Demo status and pre-orders

Got a few quick updates for you today. And a website theme change. I decided to dial back the visual elements somewhat, which, I have to admit, was holding me back from posting. That’s no good: posting on this blog is supposed to be a fun and light-hearted way for me to share the development experience with everyone. It’s not meant to be hard work (save that for the game!).

First, the state of the public demo. This will be released within the next couple of weeks and will feature the same cabin escape sequence as the rAge demo (this is the beginning of the game, so it’s pretty much spoiler-free), but with a bit more to see and explore, as well as some interesting stuff in the immediate surroundings of the cabin. You’ll have as much time as you want to poke around. The demo will also include a full saving/loading system (not that it needs one, but it’s there for testing), as well as a few options for you to customise your experience. All of these features are already implemented, so now there’s only a bit of audio holding up the demo.

We recently recorded some new ambient music for the cabin (each area will have its own music theme), but there’s still some more to do. Then it’s just a matter of recording and implementing the voice-overs. I want to have full voice acting in time for the demo.

As for the business stuff, there’s quite a bit going on. The game is now available for pre-order for $7.99, and if you do so you’ll receive a free upgrade to the Digital Deluxe Edition which includes some extra goodies. If you’d like to participate in the closed beta, then you can purchase the Beta Edition for $11.99, which includes the game and Deluxe extras, as well as beta access. The beta is likely to kick off around February next year.

Oh, and Among the Innocent was recently featured on Lazy Gamer! Check out their epic write-up here.

In terms of design and development of the rest of the game, I now have everything prepped on paper, and have begun put it all into place in the game world using a simple blocking-out method with prototype art and lots of debug UI elements. This will allow me to explore the whole game world, visit areas, and get a feel for how the player will move through the game and complete its various challenges. At this stage, almost all of the core mechanisms and systems are done.

That’s it for now! Things are going to move forward at a steady pace from here on out, so hopefully I can start showing everyone a little more than just this damn cabin! 😛